void physics_simulate() { PfxPerfCounter pc; for(int i=1;i<numRigidBodies;i++) { pfxApplyExternalForce(states[i],bodies[i],bodies[i].getMass()*PfxVector3(0.0f,-9.8f,0.0f),PfxVector3(0.0f),timeStep); } perf_push_marker("broadphase"); pc.countBegin("broadphase"); broadphase(); pc.countEnd(); perf_pop_marker(); perf_push_marker("collision"); pc.countBegin("collision"); collision(); pc.countEnd(); perf_pop_marker(); perf_push_marker("solver"); pc.countBegin("solver"); constraintSolver(); pc.countEnd(); perf_pop_marker(); perf_push_marker("sleepCheck"); pc.countBegin("sleepCheck"); sleepOrWakeup(); pc.countEnd(); perf_pop_marker(); perf_push_marker("integrate"); pc.countBegin("integrate"); integrate(); pc.countEnd(); perf_pop_marker(); perf_push_marker("castRays"); pc.countBegin("castRays"); castRays(); pc.countEnd(); perf_pop_marker(); frame++; if(frame%100 == 0) { float broadphaseTime = pc.getCountTime(0); float collisionTime = pc.getCountTime(2); float solverTime = pc.getCountTime(4); float sleepTime = pc.getCountTime(6); float integrateTime = pc.getCountTime(8); float raycastTime = pc.getCountTime(10); SCE_PFX_PRINTF("frame %3d broadphase %.2f collision %.2f solver %.2f sleepCheck %.2f integrate %.2f raycast %.2f | total %.2f\n",frame, broadphaseTime,collisionTime,solverTime,sleepTime,integrateTime,raycastTime, broadphaseTime+collisionTime+solverTime+sleepTime+integrateTime+raycastTime); } }
int main(int argc,char** argv) { clientResetScene(); SimdMatrix3x3 basisA; basisA.setIdentity(); SimdMatrix3x3 basisB; basisB.setIdentity(); objects[0].m_worldTransform.setBasis(basisA); objects[1].m_worldTransform.setBasis(basisB); SimdPoint3 points0[3]={SimdPoint3(1,0,0),SimdPoint3(0,1,0),SimdPoint3(0,0,1)}; SimdPoint3 points1[5]={SimdPoint3(1,0,0),SimdPoint3(0,1,0),SimdPoint3(0,0,1),SimdPoint3(0,0,-1),SimdPoint3(-1,-1,0)}; BoxShape boxA(SimdVector3(1,1,1)); BoxShape boxB(SimdVector3(0.5,0.5,0.5)); //ConvexHullShape hullA(points0,3); //hullA.setLocalScaling(SimdVector3(3,3,3)); //ConvexHullShape hullB(points1,4); //hullB.setLocalScaling(SimdVector3(4,4,4)); objects[0].m_collisionShape = &boxA;//&hullA; objects[1].m_collisionShape = &boxB;//&hullB; CollisionDispatcher dispatcher; //SimpleBroadphase broadphase; SimdVector3 worldAabbMin(-1000,-1000,-1000); SimdVector3 worldAabbMax(1000,1000,1000); AxisSweep3 broadphase(worldAabbMin,worldAabbMax); collisionWorld = new CollisionWorld(&dispatcher,&broadphase); collisionWorld->AddCollisionObject(&objects[0]); collisionWorld->AddCollisionObject(&objects[1]); return glutmain(argc, argv,screenWidth,screenHeight,"Collision Interface Demo"); }
void physics_simulate() { BT_PROFILE("physics_simulate"); PfxPerfCounter pc; for(int i=1;i<numRigidBodies;i++) { pfxApplyExternalForce(states[i],bodies[i],bodies[i].getMass()*PfxVector3(0.0f,-9.8f,0.0f),PfxVector3(0.0f),timeStep); } // perf_push_marker("broadphase"); // pc.countBegin("broadphase"); { BT_PROFILE("broadphase"); broadphase(); } // //pc.countEnd(); // perf_pop_marker(); // perf_push_marker("collision"); // pc.countBegin("collision"); { BT_PROFILE("collision"); collision(); } // pc.countEnd(); // perf_pop_marker(); // perf_push_marker("solver"); // pc.countBegin("solver"); { BT_PROFILE("constraintSolver"); constraintSolver(); if (!peSolverEnabled) BulletConstraintSolver(); } // pc.countEnd(); // perf_pop_marker(); // perf_push_marker("integrate"); // pc.countBegin("integrate"); { BT_PROFILE("integrate"); integrate(); } // pc.countEnd(); // perf_pop_marker(); frame++; if (0)////if(frame%100 == 0) { float broadphaseTime = pc.getCountTime(0); float collisionTime = pc.getCountTime(2); float solverTime = pc.getCountTime(4); float integrateTime = pc.getCountTime(6); SCE_PFX_PRINTF("#pairs = %d, #contacts = %d\n", curNumPairs, curTotalContacts); SCE_PFX_PRINTF("frame %3d broadphase %.2f collision %.2f solver %.2f integrate %.2f | total %.2f\n",frame, broadphaseTime,collisionTime,solverTime,integrateTime, broadphaseTime+collisionTime+solverTime+integrateTime); } }
int main(int argc, char** argv) { sf::RenderWindow* RenderWin = new sf::RenderWindow(sf::VideoMode(WIDTH, HEIGHT, 32), "lol test"); RenderWin->UseVerticalSync(true); // Collision configuration contains default setup for memory, collision setup. Advanced users can create their own configuration. boost::shared_ptr<btDefaultCollisionConfiguration> collisionConfiguration(new btDefaultCollisionConfiguration()); // Use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded). boost::shared_ptr<btCollisionDispatcher> dispatcher(new btCollisionDispatcher(collisionConfiguration.get())); // btDbvtBroadphase is a good general purpose broadphase. You can also try out btAxis3Sweep. boost::shared_ptr<btBroadphaseInterface> broadphase(new btDbvtBroadphase()); // The default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded). boost::shared_ptr<btVoronoiSimplexSolver> simplex(new btVoronoiSimplexSolver()); boost::shared_ptr<btMinkowskiPenetrationDepthSolver> pd_solver(new btMinkowskiPenetrationDepthSolver()); boost::shared_ptr<btSequentialImpulseConstraintSolver> solver(new btSequentialImpulseConstraintSolver()); boost::shared_ptr<btDiscreteDynamicsWorld> dynamicsWorld(new btDiscreteDynamicsWorld(dispatcher.get(), broadphase.get(), solver.get(), collisionConfiguration.get())); boost::shared_ptr<btConvex2dConvex2dAlgorithm::CreateFunc> convex_algo_2d(new btConvex2dConvex2dAlgorithm::CreateFunc(simplex.get(),pd_solver.get())); dispatcher->registerCollisionCreateFunc(CONVEX_2D_SHAPE_PROXYTYPE,CONVEX_2D_SHAPE_PROXYTYPE, convex_algo_2d.get()); dispatcher->registerCollisionCreateFunc(BOX_2D_SHAPE_PROXYTYPE,CONVEX_2D_SHAPE_PROXYTYPE, convex_algo_2d.get()); dispatcher->registerCollisionCreateFunc(CONVEX_2D_SHAPE_PROXYTYPE,BOX_2D_SHAPE_PROXYTYPE, convex_algo_2d.get()); dispatcher->registerCollisionCreateFunc(BOX_2D_SHAPE_PROXYTYPE,BOX_2D_SHAPE_PROXYTYPE, new btBox2dBox2dCollisionAlgorithm::CreateFunc()); // Set gravity to 9.8m/s² along y-axis. dynamicsWorld->setGravity(btVector3(0, 1, 0)); // Get us some debug output. Without this, we'd see nothing at all. boost::shared_ptr<DebugDraw> debugDraw(new DebugDraw(RenderWin)); debugDraw->setDebugMode(btIDebugDraw::DBG_DrawWireframe); dynamicsWorld->setDebugDrawer(debugDraw.get()); // Keep track of the shapes, we release memory at exit. // Make sure to re-use collision shapes among rigid bodies whenever possible! btAlignedObjectArray<btCollisionShape*> collisionShapes; // Create a ground body. btScalar thickness(0.2); boost::shared_ptr<btCollisionShape> groundShape(new btBoxShape(btVector3(btScalar(WIDTH / 2 * METERS_PER_PIXEL), thickness, btScalar(10)))); collisionShapes.push_back(groundShape.get()); btTransform groundTransform(btQuaternion(0, 0, 0, 1), btVector3(WIDTH / 2 * METERS_PER_PIXEL, HEIGHT * METERS_PER_PIXEL, 0)); // Using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects. boost::shared_ptr<btDefaultMotionState> groundMotionState(new btDefaultMotionState(groundTransform)); btRigidBody::btRigidBodyConstructionInfo ground_rbInfo(0, groundMotionState.get(), groundShape.get(), btVector3(0, 0, 0)); boost::shared_ptr<btRigidBody> ground_body(new btRigidBody(ground_rbInfo)); ground_body->setLinearFactor(btVector3(1,1,0)); ground_body->setAngularFactor(btVector3(0,0,1)); // Add the body to the dynamics world. dynamicsWorld->addRigidBody(ground_body.get()); // Create left wall. btTransform leftWallTransform(btQuaternion(0, 0, 1, 1), btVector3(0, HEIGHT / 2 * METERS_PER_PIXEL, 0)); boost::shared_ptr<btDefaultMotionState> leftWallMotionState(new btDefaultMotionState(leftWallTransform)); btRigidBody::btRigidBodyConstructionInfo leftWall_rbInfo(0, leftWallMotionState.get(), groundShape.get(), btVector3(0, 0, 0)); boost::shared_ptr<btRigidBody> leftwall_body(new btRigidBody(leftWall_rbInfo)); leftwall_body->setLinearFactor(btVector3(1,1,0)); leftwall_body->setAngularFactor(btVector3(0,0,1)); // Add the body to the dynamics world. dynamicsWorld->addRigidBody(leftwall_body.get()); // Create right wall. btTransform rightWallTransform(btQuaternion(0, 0, 1, 1), btVector3(WIDTH * METERS_PER_PIXEL, HEIGHT / 2 * METERS_PER_PIXEL, 0)); boost::shared_ptr<btDefaultMotionState> rightWallMotionState(new btDefaultMotionState(rightWallTransform)); btRigidBody::btRigidBodyConstructionInfo rightWall_rbInfo(0, rightWallMotionState.get(), groundShape.get(), btVector3(0, 0, 0)); boost::shared_ptr<btRigidBody> rightwall_body(new btRigidBody(rightWall_rbInfo)); rightwall_body->setLinearFactor(btVector3(1,1,0)); rightwall_body->setAngularFactor(btVector3(0,0,1)); // Add the body to the dynamics world. dynamicsWorld->addRigidBody(rightwall_body.get()); // Create ceiling btTransform topWallTransform(btQuaternion(0, 0, 0, 1), btVector3(WIDTH / 2 * METERS_PER_PIXEL, 0, 0)); boost::shared_ptr<btDefaultMotionState> topWallMotionState(new btDefaultMotionState(topWallTransform)); btRigidBody::btRigidBodyConstructionInfo topWall_rbInfo(0, topWallMotionState.get(), groundShape.get(), btVector3(0, 0, 0)); boost::shared_ptr<btRigidBody> topwall_body(new btRigidBody(topWall_rbInfo)); topwall_body->setLinearFactor(btVector3(1,1,0)); topwall_body->setAngularFactor(btVector3(0,0,1)); // Add the body to the dynamics world. dynamicsWorld->addRigidBody(topwall_body.get()); // Create dynamic rigid body. //btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1)); boost::shared_ptr<btCollisionShape> colShape(new btSphereShape(btScalar(0.6))); collisionShapes.push_back(colShape.get()); /// Create Dynamic Objects btTransform startTransform; startTransform.setIdentity(); btScalar mass(1.f); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localInertia(0, 0, 0); if (isDynamic) colShape->calculateLocalInertia(mass,localInertia); startTransform.setOrigin(btVector3(2, 5, 0)); //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects boost::shared_ptr<btDefaultMotionState> myMotionState(new btDefaultMotionState(startTransform)); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState.get(),colShape.get(),localInertia); boost::shared_ptr<btRigidBody> body(new btRigidBody(rbInfo)); body->setLinearFactor(btVector3(1,1,0)); body->setAngularFactor(btVector3(0,0,1)); dynamicsWorld->addRigidBody(body.get()); // Create lulz boost::ptr_list<btRigidBody> body_list; boost::ptr_list<btDefaultMotionState> motionstate_list; boost::ptr_list<btCollisionShape> colshape_list; for (int i=0;i <= 10; ++i) { if (i < 5) colshape_list.push_back(new btSphereShape(btScalar(sf::Randomizer::Random(0.1f, 0.8f)))); else colshape_list.push_back(new btBoxShape(btVector3(sf::Randomizer::Random(0.1f,0.8f), sf::Randomizer::Random(0.1f,0.8f), 10))); if (isDynamic) colshape_list.back().calculateLocalInertia(mass,localInertia); collisionShapes.push_back(&(colshape_list.back())); startTransform.setIdentity(); startTransform.setOrigin(btVector3(i,i,0)); motionstate_list.push_back(new btDefaultMotionState(startTransform)); btRigidBody* lol = new btRigidBody(btRigidBody::btRigidBodyConstructionInfo(mass,&(motionstate_list.back()),&(colshape_list.back()),localInertia)); lol->setLinearFactor(btVector3(1,1,0)); lol->setAngularFactor(btVector3(0,0,1)); body_list.push_back(lol); } BOOST_FOREACH (btRigidBody& body, body_list) { dynamicsWorld->addRigidBody(&body); }